Might have been answered already, but make sure you have Future enabled instead of ShadowMap.
Aware of the issue. Maybe for a temporary fix, try turning LightInfluence in SurfaceGui to 0 and see if that helps.
I know this has probably been mentioned a million times already, but I would love to see SurfaceLights support shadows. You just can’t do certain things with PointLights.
Additionally they don’t do the PBR thing which is kind of obnoxious. In a level where the ambient lighting is pitch black I would still like my surface normals to look like I’m using a different lighting engine than Voxel.
Additionally they don’t do the PBR thing which is kind of obnoxious
what do you mean? all lights are PBR in Future
That’s clarified in the next sentence, I mean surface normals. The lights don’t show on things like the edges of studs, it just looks like this
instead of this
and the former looks really bad.
I believe this is because of the whole “surface lights don’t support shadows” thing, they probably aren’t factored into any other calculations either, including the PBR stuff
I hope this is fixed soon because it looks really, really bad. I believe it’s actually worse than voxel nope, voxel has worse shading on the faces of parts, but the studs still aren’t any different
in that particular case i think its because surface lights don’t light surface they are attached to, as been mentioned few times in this thread already
No. Here is the full setup for that first image.
The neon part at the top has a surface light on the bottom.
Like I said, it probably has something to do with surface lights not being fully implemented in Future. They don’t have shadows and they don’t seem to respect surface normals either. Only Point/SpotLights are supported right now. I’m simply saying that I would love to see surface lights supported as well, and I know they’re probably being worked on. It is specifically noted in the announcement that SurfaceLights are not yet supported as well.
they do respect normals, might be something else. would you mind sharing that place in PM so i could take a look? thank you
Nevermind, I tried a different test case and it looks like that problem is caused by legitimately even lighting. Like, I lit that space so well that I mistook my perfect lighting for a bug.
Here is a surface light from an angle:
See here, I’m almost replicating that effect from earlier, but from the rightmost studs you can see that this is actually working as intended:
yeah, this is what it should be like. and when you’re lighting it directly from top there should be no ‘side’ pointing shadows which i guess kinda reasonable
I guess I just need to learn how to light a space properly in Future. No longer as simple as spamming lights everywhere lol
I think there may still be a bug here, but I’m not sure. With wide angle SurfaceLights like the one shown below, all surface normals are lit as though the light is coming directly from above, even if it isn’t. Again, not sure if this is intended but it looks strange regardless.
LightWeirdnessFIB3.rbxl (19.8 KB)
That’s because it is coming directly from above. Remember that unlike point lights, surface lights do not have a single point of origin. That means one stud, for example in the center, is receiving light from all of the surface light. That includes the front or back, left or right, etc. Studs directly underneath the light will be evenly lit because the large surface area of the light just covers that much area.
Okay, I think I misunderstood your post. Studs at the edge do look a bit weird when they shouldn’t
are you referring to weird lit line on the edge of block? or something else?
This is what I am referring to:
The areas that are lit by the SurfaceLight that are not directly under the SurfaceLight are still lit as though they are directly under the SurfaceLight when they should not be. Only areas that are directly under the SurfaceLight should be lit this way.
Edit: changed the image to help further explain what I’m referring to
this is what angle is for. with angle 0 it would be exactly like your black box (modulo the bug on production with angles < 10 that is fixed but haven’t landed yet) so as you increase the angle the more black thing opens to be red one
15
That isn’t what they mean. Here’s a stud at the edge of a PointLight’s radius:
Edge of a SurfaceLight’s radius:
Even though that exact stud is here:
It should be very obviously lit from the left side, but not the right - but that’s not what happens.
The highlight is only very slight, but it should be a bit more obvious.
The highlight is only very slight, but it should be a bit more obvious.
it should not, because surface lights are not point lights. light direction is very different that’s why specular is not as pronounced, same for diffuse
I understand that, even tried to explain it above.
Although, upon closer inspection, it looks to me that unlike the point light, the top of the stud is also illuminated which would make the highlight less obvious since it doesn’t contrast as much.
It doesn’t really look wrong to me. Then again, I was confused earlier about the even lighting from above, so I obviously am not used to how surface lights look on studs… :P